A Study of Pueblo Pottery as Illustrative of Zuni Culture-growth is a fascinating overview of Pueblo pottery and includes many illustrations.
Power has long been a central preoccupation of social and cultural analysis. Culture and Power focuses on power to shape a history of Cultural Studies. A critical analysis of the nature and purpose of Cultural Studies, the book assesses the development of the discipline from the work of Michel Foucault in post-war France and the Birmingham Centre for Cultural Studies in the 1970s to the expansion of the field in the United States and present day concerns with culture, politics and ethics. As Cultural Studies has shifted, the concept of power has changed and become more problematic. Moving on from the celebrated "culture wars" - and battles over language, objective knowledge and disciplinary values and meanings -Culture and Power unravels the social, ideological and political knots bound up in the concept of power. In doing so, the book charts not only the history but also the possible future of Cultural Studies.
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.
As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
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